Dopamine in Education
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HBGCC - Posters, Table 38
Session description
Outline
After this session, participants will be able to:
1.Identify how dopamine influences learning and motivation.
2.Design gamified activities that integrate principles of dopamine release.
3.Implement gamified strategies in their teaching practice.
4.Evaluate the effectiveness of implemented activities through student feedback.
Introduction to Dopamine and Learning
Definition of dopamine and its role in learning.
Importance of intrinsic motivation in the educational context.
Gamification in Education
Concept of gamification and its relevance.
Examples of successful gamified activities.
Designing Gamified Activities
Strategies for incorporating game elements into teaching.
Digital tools to facilitate gamification (Kahoot, Quizizz).
Implementation and Evaluation
Practical tips for integrating gamification in the classroom.
Methods for evaluation and feedback collection.
Interactive Activities:
Question Round:
Invitation for participants to share motivation strategies used in their classrooms.
Group Discussion:
Small group activities to design a relevant gamified activity.
Live Survey:
Using digital tools to gauge participants' familiarity with gamification.
Project Presentations:
Brief presentations of gamified activities designed by the groups.
Supporting research
Lepper, M. R., & Henderlong, J. (2000). Turning "Play" into "Work": A Taxonomy of Intrinsic and Extrinsic Motivation. In R. A. Sternberg & J. E. Horvath (Eds.), The Psychologist’s Companion (pp. 327-345). Cambridge University Press.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67.
Sullivan, M. (2018). The Dopamine Effect: How to Use It to Your Advantage. Dopamine.
Presenters


Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Tablet: Android, iOS
Participant accounts, software and other materials:
QUIZLET
CLASSDOJO
MINECRAFT
Subject area:
ISTE Standards:
Innovative Designer
- Know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Change Agent
- Create a shared vision and culture for using technology to learn and accelerate transformation through the coaching process.
- Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.